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rrweb/packages/rrweb/test/html/canvas-webgl-shader.html
Eoghan Murray f43168ba06 prototype here does not refer to the correct WebGLRenderingContext … (#1013)
* `prototype` here does not refer to the correct WebGLRenderingContext when there are multiple being patched - all were referring to the same one meaning that variables weren't being indexed correctly as `canvasVarMap` in serialize-args.ts was only seeing a single context

If you revert the change from `prototype` to `this` from this commit, you'll get the following failure in the new test added in this commit:

   @@ -199,11 +199,11 @@
                "property": "bindBuffer",
                "args": [
                  34962,
                  {
                    "rr_type": "WebGLBuffer",
    -               "index": 0
    +               "index": 1
                  }
                ]
              },

This is because the 'confound' canvas was populating a single entry in the canvasVarMap so when 'myCanvas' starts populating, there is already an entry (which doesn't exist on the replay side as the 'confound' canvas was never emitted)

* Update packages/rrweb/test/integration.test.ts

Co-authored-by: Justin Halsall <Juice10@users.noreply.github.com>

* Update packages/rrweb/test/html/canvas-webgl-shader.html

Co-authored-by: Justin Halsall <Juice10@users.noreply.github.com>

Co-authored-by: Justin Halsall <Juice10@users.noreply.github.com>
2026-04-01 12:00:00 +08:00

62 lines
2.4 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>canvas shader</title>
</head>
<body>
<canvas
id="myCanvas"
width="300"
height="300"
style="border: 1px solid #000000"
>
</canvas>
<script>
function createTriangle(canvas) {
// copied from https://www.tutorialspoint.com/webgl/webgl_sample_application.htm
var gl = canvas.getContext('webgl');
var vertices = [-0.5, 0.5, -0.5, -0.5, 0.0, -0.5,];
var vertex_buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
gl.bindBuffer(gl.ARRAY_BUFFER, null);
var vertCode =
'attribute vec2 coordinates;' +
'void main(void) {' + ' gl_Position = vec4(coordinates,0.0, 1.0);' + '}';
var vertShader = gl.createShader(gl.VERTEX_SHADER);
gl.shaderSource(vertShader, vertCode);
gl.compileShader(vertShader);
var fragCode = 'void main(void) {' + 'gl_FragColor = vec4(0.0, 0.0, 0.0, 0.1);' + '}';
var fragShader = gl.createShader(gl.FRAGMENT_SHADER);
gl.shaderSource(fragShader, fragCode);
gl.compileShader(fragShader);
var shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertShader);
gl.attachShader(shaderProgram, fragShader);
gl.linkProgram(shaderProgram);
gl.useProgram(shaderProgram);
gl.bindBuffer(gl.ARRAY_BUFFER, vertex_buffer);
var coord = gl.getAttribLocation(shaderProgram, "coordinates");
gl.vertexAttribPointer(coord, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(coord);
gl.clearColor(0.5, 0.5, 0.5, 0.9);
gl.enable(gl.DEPTH_TEST);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.viewport(0,0,canvas.width,canvas.height);
gl.drawArrays(gl.TRIANGLES, 0, 3);
}
setTimeout(() => {
// canvas element that never gets appended to the DOM
const confound = document.createElement('canvas');
// These will not be emitted (but was triggering a bug in the emitted canvas)
// @see https://github.com/rrweb-io/rrweb/pull/1013
createTriangle(confound);
const c = document.getElementById('myCanvas');
createTriangle(c);
}, 10);
</script>
</body>
</html>